114 research outputs found
The Squad Animated Short film
The squad is an animation project which has the goal of create a full animated short film
going through all the processes that it has, since the ideaâs conception to the final
rendering, trying to discover all the intrinsic parts of a professional production pipeline(work flow). Apart of that, this project also tries to put all this knowledge in practice creating a full media piece
Some assembly required : cinematic knowledge-based reconstruction of structured video sequences
Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1996.Includes bibliographical references (leaves 60-65).by David José Tamés.M.S
Interdisciplinarity in the Age of the Triple Helix: a Film Practitioner's Perspective
This integrative chapter contextualises my research including articles I have published as well as one of the creative artefacts developed from it, the feature film The Knife That Killed Me. I review my work considering the ways in which technology, industry methods and academic practice have evolved as well as how attitudes to interdisciplinarity have changed, linking these to Etzkowitz and Leydesdorffâs âTriple Helixâ model (1995). I explore my own experiences and observations of opportunities and challenges that have been posed by the intersection of different stakeholder needs and expectations, both from industry and academic perspectives, and argue that my work provides novel examples of the applicability of the âTriple Helixâ to the creative industries. The chapter concludes with a reflection on the evolution and direction of my work, the relevance of the âTriple Helixâ to creative practice, and ways in which this relationship could be investigated further
Computer Game Innovation
Faculty of Technical Physics, Information Technology and Applied Mathematics. Institute of Information TechnologyWydziaĆ Fizyki Technicznej, Informatyki i Matematyki Stosowanej. Instytut InformatykiThe "Computer Game Innovations" series is an international forum
designed to enable the exchange of knowledge and expertise in the
field of video game development. Comprising both academic research
and industrial needs, the series aims at advancing innovative
industry-academia collaboration. The monograph provides a unique set
of articles presenting original research conducted in the leading
academic centres which specialise in video games education. The goal
of the publication is, among others, to enhance networking
opportunities for industry and university representatives seeking to
form R&D partnerships. This publication covers the key focus areas
specified in the GAMEINN sectoral programme supported by the
National Centre for Research and Development
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